[Discussion] Generic X3TC S&M questions II
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sorry for the last question. I realized it would be easy to test it and find out. I'll post the results when I do.
new question (hence the double post)
RE: Squash Mines and such
Does the AI use them? I remember losing a ship to a M/A-M Mine in Asteroid Belt once. However I can not find any information regarding AI usage of Mines/Minefields.
Any info pointing me in the right direction would be great.
new question (hence the double post)
RE: Squash Mines and such
Does the AI use them? I remember losing a ship to a M/A-M Mine in Asteroid Belt once. However I can not find any information regarding AI usage of Mines/Minefields.
Any info pointing me in the right direction would be great.
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No ship will every deploy a mine after the game has started.h2o.Ava wrote:RE: Squash Mines and such
Does the AI use them?
No such script exists in vanilla X3.
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Regarding spoken text, how would one go about making a character speak a line using the script editor? I'm sure I've seen it done before, just can't remember where... making the usual screen pop up with the pilots face and having them tell you to get lost or something.
EDIT: Found the command for the speech, at least, just have no idea what speech there is. Except 10 being Yes.
EDIT: I need a No! It's all just yes, or you're shooting me stop it. -.- Is there a list anywhere?
EDIT: Found the command for the speech, at least, just have no idea what speech there is. Except 10 being Yes.

EDIT: I need a No! It's all just yes, or you're shooting me stop it. -.- Is there a list anywhere?
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If you search the 0001-L0XX.xml for 'argon variation' you should find the spoken texts you want - substitute argon for x race etc...EmperorJon wrote:Regarding spoken text, how would one go about making a character speak a line using the script editor? I'm sure I've seen it done before, just can't remember where... making the usual screen pop up with the pilots face and having them tell you to get lost or something.
EDIT: Found the command for the speech, at least, just have no idea what speech there is. Except 10 being Yes.
EDIT: I need a No! It's all just yes, or you're shooting me stop it. -.- Is there a list anywhere?
Then all you should need are the page id and text id.
Also searching for 'voice="yes"' will find you all spoken texts whether generic actor, ship computer, plot character etc...
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How do the various convert passenger to Marine commands work (below)?
When the RefObj is an element from the array
Elements from such an array seem to work perfectly well as the <RefObj> the eject/destroy/enslave passenger commands
Code: Select all
<RefObj> create marine from passenger: fighting=<Var/num> hacking=<Var/num> mechanical=<Var/num> engineering=<Var/num>
AND
<RefObj> Train marine from passenger
Code: Select all
<IF/Retvar><RefObj> get passenger array
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passengers and marines and the same thing
the only difference is the marine skills.
a passenger with a fighting skill of 1 or more is classified as a marine.
so setting a marines fighting to 0 turns it back into a passenger (not sure if the command will let u go below 1 thou)
the difference between the 2 commands is the first one lets u set the exact stats u want, the 2nd just sets the fighting to 1
so
is the same as the train marine command
the only difference is the marine skills.
a passenger with a fighting skill of 1 or more is classified as a marine.
so setting a marines fighting to 0 turns it back into a passenger (not sure if the command will let u go below 1 thou)
the difference between the 2 commands is the first one lets u set the exact stats u want, the 2nd just sets the fighting to 1
so
Code: Select all
<RefObj> create marine from passenger: fighting=1 hacking=0 mechanical=0 enginerring=0
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Fair enough, what do I use as the <RefObj> of those commands, items from the array I mentioned don't seem to work.
I.e. the passenger is still listed as a passenger in the freight bay, not a marine.
I set all skills to 10 for my testing
I.e. the passenger is still listed as a passenger in the freight bay, not a marine.
I set all skills to 10 for my testing
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It works for me without problems.Bishop149 wrote:...items from the array I mentioned don't seem to work.
I think you mixed that up with the stars. In the vanilla game the maximum number of stars, a marine can get, is 5. While the skills get up to 100.HotSake wrote:I thought skills didn't go higher than 5.
With the mentioned command you even can set higher skills.
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Ok, so the following should convert one Passenger in my cargobay to a Marine with skill 10 in everything.
Code: Select all
$Passengers = [PLAYERSHIP] -> Get Passenger Array
$Convert = $Passengers [0]
$Convert -> Create marine from passenger: fighting=10 hacking=10 mechanical=10 enginerring=10
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Yep, code works perfectly here. Do you actually have passengers on your playership?
Nun verfügbar! X3: Farnham's Legacy - Ein neues Kapitel für einen alten Favoriten
Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)
Neuauflage der fünf X-Romane als Taschenbuch
The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!
Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)
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Worked it out.
I was doing my testing in an M3, has to be a ship that can transport Marines like a TP or M6 or bigger to work.
I was doing my testing in an M3, has to be a ship that can transport Marines like a TP or M6 or bigger to work.
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Teleporting the player into a space suit ship definitely works.
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There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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